2 - wizard unique lvl 0 spells - dragon magazine #302

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loopIIo..- ----,r_ A - ...... CLUTCH OF D D Mischief anq Magic for Fleqghng Spell casters by Kieran Turley and S. Deniz Sucak . Illustrated by Jeremey Jarvis C anfTiPS and ori sons afe of len overlooked by PCs and OMs alike. nOI realizing fhal these supposedly minor spells can be a gr eaT source of background color for a characl er or campaign. These simple spells represent the firsT STeps the spel1caster took along his chosen profession, and what flley lack in power, lhey make up for in versatility. In a world where magic works, canrrips and orisons should be a common sight, used by spell casrers to make their everyday lives easier. The following spe ll s are minor incantations intended to increase the range of cantrips available 10 t he low-level ar ca ne spellcaster. The canrrips he re are the work of apprentices, possibly a sort of <s "final exam" before being allowed 10 progress 10 more powerful spells.

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Page 1: 2 - Wizard unique LvL 0 Spells - Dragon Magazine #302

loopIIo..-----,r_A-...... CLUTCH OF D D

Mischief anq Magic for Fleqghng Spellcasters

by Kieran Turley and S. Deniz Sucak . Illustrated by Jeremey Jarvis

CanfTiPS and orisons afe of len overlooked by PCs

~• and OMs alike. nOI realizing fhal these supposedly

minor spells can be a greaT source of background color for a characler or campaign. These simple

spells represent the firsT STeps the spel1caster took along his chosen profession,

and what flley lack in power, lhey make up for in versatility. In a world where magic works,

canrrips and orisons should be a common sight, used by spellcasrers to make their everyday lives easier. The following spells

are minor incantations intended to increase the range of cantrips available 10 the

low-level arcane spellcaster. The canrrips here are the work of

apprentices, possibly a sort of <s "final exam" before being

allowed 10 progress 10 more powerful spells.

Page 2: 2 - Wizard unique LvL 0 Spells - Dragon Magazine #302

--------------------------

ZAPTRAP Conjuration (Creation) [Electricity] level: Brd 0 , Clr 0, Sor/Wiz 0

Components: V, S, M Casting Time: I minute Range: Touch Effect: One rune about 3 inches in diameter Duration: Permanent or until discharged Saving Throw: Reflex negates Spell Resistance: No

Zap trap creates a rune 3 inches in diameter that can be traced on any surface. The next person 10 touch the rune gets an electrical shock for 1 point of damage. The symbol is faint and silver in color. Detecting the faint rune requires a DC 20 Search check.

MaTerial Componenr: 1 gp worth of powdered silver.

DEFTNESS Divination level: $or/Wiz 0

Components: V, S Casting Time: 1 action Range: Touch Target: CreaTure touclled Duration: I minute or until discharged Saving Throw: None Spel Resistance: Yes

Oefmess adds a +2 insight bonus to the next skill check the target makes.

FORAGING CHARM Divination level: Brd 0, Drd o. Clr 0, Sor/ Wiz 0 Components: V, S Casting Time: 1 action Range: Personal Area: 2s-ft.-radius emanation from the caster Duration: Concentration Saving Throw: None Spell Resistance: Yes

An apprentice to the wizard Chardrix created this spell following a very lean trek across the desert. Chardrix liked the spell so much that he created similar divinations to search for small game and water. Chardrix is II good salesman and has sold This spell to dozens of traveling magicians over tile last few years. The apprentice who created the speU has fallen into obscuriry and is nol even credited for his most popular work.

The caster of this spell knows the location of the nearest vegetable food source within the range of the spell. As long as concentration is maintained. the spell stays in existence allowing the caster to forage for food all day in sparsely vegetated areas.

PERFECT PITCH Divination Level: Brd 0, $or/Wiz 0

Components: S, F Casting Time: 1 action Range: Personal Target: You Duration: 1 minute/ level or until discharged Saving Throw: Fortitude negates (harmless) Spell Resistance: No

This cantrip gives the caster perfect pitch. The caster can figure out the notes 10 any song just by hearing it and gains a +2 inSight bonus to his next musical Perform check.

Arcane Focus: A tuning fork.

THUNDERHfAD Evocation [Electricity] level: Brd 0, Drd 0, $or/ Wiz 0

Components: V,S, M Casting Time: 1 action Range: Close (25 ft. + 5ft'/level) Target: One creature Duration: 3 rounds Saving Throw: Reflex negates (see below) Spell Resistance: Yes

Thunderhead was created by the iII­fated evoker Scira Oakenfire during

her apprenticeship. The spell was intended to scare peasants and annoy spellcasters but has little real power. Scira was killed after casting the spell on an '\II-mannered peasant" who turned out to be the head of the assassins' guild.

Thunderhead creates a small thundercloud over the targer's head. Every round of the spell's duration, a miniature bolt of lightning leaps from the thundercloud to strike the target's head. Each bolt inflicts 1 point of electricity damage that is negated by a successful Reflex save.

Material ComponenT.' Small piece of copper wire.

COIN OF THE RfAL\1 Illusion (Olamerl Level: $or/Wiz 0

Components: V, S Casting Time: I action Range: Touch Target: 1 pebble Duration: I hour/ level Saving Throw: Yes (see text) Spel Resistance: No

When T wlral the Charming stumbled upon this cantrip in the library of the academy where he was studying, he thought it was 'he answer to his prayers. Soon Twiral was li ving the high life. At first. the apprentice was careful not to draw attention to himself and only spent the coin in busy taverns where it would go unnoticed. Later, T wiral became sloppy and ran up debts ,hat he couldn', pay off with a single coin. The debt collectors went to the young apprentice's masters, and the whole truTh came out. T wiral spent the next 6 months finding out what the life of a stable boy was like.

This spell cloaks a pebble in an il1usion~ making it seem to be a gold coin of whatever design the caster chooses.

Note: Creatures touching the coin or studying it are allowed Will saves to recognize the glamer as an illus ion.

----------------­___ ..-._..-._..-. __ ..-.......-r...-. :.NINp.11/"llIlt)il .11111" ((:111 t!r.!·.'(JII 4'1

Page 3: 2 - Wizard unique LvL 0 Spells - Dragon Magazine #302

~-~-~----­.-.---------FOR 'lOUR CHARACTER The3e o-level spens also

offer an easy way TO represenT differences In Training IMT apprenTice spellcasTers undergo. inSTead of beginning play with ag of the u nTrips in the Player's Handbook in thei r spelbooks, wlz.ards un selecT siXTeen

canTrips TO puT in their spelboc* for ~free.~ ClerlcnTarT play by choosing a

liST of TWelve on,ons, aM druids STart with thirteen. Of COONe, always check wiTh yoor OM before using a new spell in her game.

FlAG Ilusion (figment) Level: 8rd 0, Clr 0, Sor/Wiz 0 Components: V, S Casting Time: I action Range: Touch Target: Creature touched Duration: I round/ level Saving Throw: Will negates (harmless) Spel Resistance: Yes

flag causes an illusory f\ag 2 feet by 3 feet to appear over the target's head. The flag can be 1- 20 feet up in the air and has a design of the caster's choice. The spell is useful as a signal, to rally .troops, or, as it was originally used, TO mark which team you're on in a pick-up game of Thalft.

MIRROR Illusion (figment) Level: 8rd 0, Clr 0, Sor/ Wiz a Components: V, S Casting Time: I action Range: Close (25 ft. + 5 ft./2 levels) Effect: One illusory surface up to , sq. ft. in area

·t -.ouration: I round/ level s.ving Throw: Will Negates Spel Resistance: No

Mirror creates a one-square-foot mirrored surface that can be shaped and positioned as the caster desires. The mirror is insubstanTial, and objects pass through It without problem. The mirrored area is also, transparent from the other side, so the spell can be used for a one-way mirror effect if placed over a window or similar opening. As a move-equivalent action, the caster can concentrate and

cause the mirror to move anywhere within range.

STENCH llusion (figment) level: 8rd 0 , Drd 0, Sor/Wiz 0

Components: V, S Casting Time: I action Range: Close (25 ft. + 5 ft./2 levels) Area: la-fr.-radius emanation Duration: I minute/level Saving Throw: Will negates Spell Resistance: No

Stench creates a terrible smell in a 10 -

foot radius. It can be any smell the caster wishes. Any creature within the area of effect with the scent ability must succeed at a Will save or lose use of the abi li ty while within the area.

FOOTPAD'S GRACE Transmutation level: 8rd 0 , Ord 0 , Sor/Wiz 0

Components: S, M Casting Time: 1 action Range: Personal Target: You Duration: Concentration

This spell was the work of Belem Shadelighter , an apprentice who, despite a great aptitude for the art, chose to pursue a more lucrative career as a thief. Belem' used his magic fo become one of the most infamous thieves in history. No record exists of Belem's fate. Some say he fell prey to a fiendish trap or that the god of thieves called him as his personal servant. Others claim that Belem exists to this day as a lich, surrounded in an almost Impregnable fortress with layers of traps and the tre<!ure of ten kingdoms at his feet .

The spell mutes all sound that the caster makes, besTOWing a +3 bonus to his Move Silently checks.

MJterial Component: A tiny pillow that is used up in casting the spell.

GLITfERING RAZORS Transmutation Level: Brd 0, Clf 0, Sor/ Wiz 0 Components: V, S, M

Casting Time: I round Range: Touch Target: I metal object/ caster level Duration: Instantaneous Saving Throw: None Spe" Resistance: Yes

The apprentice Ogrim Stonebinder created this spell in order to make enough money to pay for tutelage from the Archmage U1teaha the Dragonslayer. Ogrim intended to spend a year charging to cast the spell on adventurer's weapons, but instead, the King's court wizard, upon seeing the . spell's potential, offered to pay for Orgrim's tutoring in exchange for use of the spell. Ogrim lives in luxury today, specializing in the creation of new spells that others might find useful.

This spell polishes to a perfect shine any metal object touched by The caster. In addition to this effec t, bladed weapons enchanted thus gain a + 1 to damage for their neXT strike only. The spell effect is instantaneous and does not prevent further soiling of the object due to normal tamishing and wear.

MJterial Component: A pinch of polish and a piece of rag.

HEAT WATER Tnnsmutation Level: Brd 0, Ord 0 , Clr 0 , Sor/Wiz 0

Components: V, S Casting Time: , action Range: 5 ft. Target: 2 pints of liquid Duration: Concentration, up to 1

minute/ level Saving Throw: fortitude negaTes (object) Spell Resistance: Yes

An unknown halfling apprentice created this spell. Hailed as one of the most useful spells ever created, heat water was originally intended as a cooking tool for those times when no fire was available (such as while traveling through dangerous lands). The cantrip has been used in many tasks, from alchemy to cleaning to food preparation. Heat water is even said to have saved its creator's life when she threw boiling wafer inTO the face of a goblin anacker, ..c

This spell causes up to 2 pints of liquid in a container to heaT up. The spell takes I minute to bring wafer from cold to boiling point. The water can be kept aT any temperature the caster wishes (above or af room temperature) as long

-------------.---------)l'(('rl1IH'I- '00 '

Page 4: 2 - Wizard unique LvL 0 Spells - Dragon Magazine #302

-------------------------as she concentrates. If further water is added to the container, the spell ends.

RESIZE Transmutation Level:Jlr o. Ord 0, Sor/Wiz 0 Components: V, S C,Sfing Time: 1 aCrlon Range: Touch Target: One article of clothing or armor Duration: Permanent Saving Throw: fortitude negaTes (objecT) Spel Resistance: Yes

Resize alTers one piece of non-magical clothing or armor to fit a differently sized creature. The objecT to be resized can be expanded or shrunk to fil a TargeT up to one size larger or smaller than II originally fit. If resize is dispelled, the clothing or armor falls off its wearer and returns to normal size.

YELL Transmutation Level; 8rd 0, Ord 0, e lr o. Sor/ Wiz 0 Components; V c,sting Time: I acTion Range: Personal Target: You Duration: 1 minute or unTil discharged

This canTrip amplifies rhe caster's voice for one message up to 10 words in length. The amplifICation gives those within earshot a +10 to Lislen rolls made to hear the message.

MYSTIC SYMBOLS The symbols spaced throughoUT the article and shown again here 10 the right each represent a differenT school of magic. Although They'll be limited 10 labeling new spells in the magazine. there's no reason you can'T use them for other things in your campaign. If you photocopy the symbols to the righT. you can use them as your character's arcane mark, as the symbol for a gtlild or group of adventurers, as a personal emblem for a magic-inclined noble house, as a banner for a group of monsters or mercenaries, or even as dungeon dressing if you use miniaTures and a baniemal.

In general, re~lar, recognizable symbols can be a great way to add detail to a campaign. They give both players and OMs a visual way to connect individuals who belong to a group, and they can qUickly convey a lot of information about a group's alignmenl and goals. "

~Iun";'"'' are protective spells and barriers. In your campaign, the symbol could represent individual pc, a group of dwarven body­

j!\J,n:IS. a signature mart that appears whenever magic is detected, and so on.

manipulate energy, often releasing desrrucrive forces.

The symbol could also represent a group of II an evil group of mercenaries, or the

of a powerful and desrrucrive wizard.

spells change the properties of creature, thing, or condition.

In your campaign, this symbol could also a group of chaos cultists or a

II who favors elemental magic.

spells affect the minds of others, Intluencl,ng or controlling their behavior.

Other uses for this symbol include using it as emblem for a group of seers or a group of

dedicated to vigilance against eviL

i bring manifesTations of objects, , or some form of energy to you.

This symbol could represent a group of demon wo, ... ',;""", or a group of knights dedicated to

evil creatures.

spells deceive the senses and the minds otners. ~ This symbol could also be used as the emblem

of thieves or a group of priests and w;,,,,,1s specializing in mirror magic.

spells enable you to learn secrets long and to find hidden' Things.

symbol could also represent a gtlild of r""",,, tellers or a group of fanat ics obsessed

some future doom.

harness the power of death. This could also represent any number deaTh cults, demon or devil worshipers, a

of powerful intelligent undead, or any evil group.

spells affechother spells or change the nature of magic or realify itself.

could represent a group of d~;;::;~to peace and unify or a group of r""i,,,,, d, to the destruction of everYthing.

~---------­.-.-------..-..--..-. \' \\ \' 1'.1';' 'I ,"1,'1 .hi"·· (, '1'1 ,I' .1""" ') I